Gamification: does it make business more fun, or is it just exploitationware?

Game elements could be a method of self-improvement, but may in fact be a tool for control.

Touted as a software update to fix a bug in human motivation, packaged into a salvo of talking points for the “insight industry”, gamification has been marketed as a miracle cure; a cheap and wholesome tonic to galvanise the listless and uninspired. But since then, it seems to have gone the same way as all hucksterism, and left us with a product whose only real fans are those making money from it.

It may be that marketing will be the only real sector to benefit from gamification, despite the initial excitement about how game mechanisms might help in the classroom or office. Both environments were thought of as ripe for adaptation: they already included features such as a roster of players (students or workers), a series of challenges (tests or work-assessments), and tiered reward systems (grades or salaries).

People like Seth Priebatsch (a founder of social gaming site SCVNGR, whose goal is to “build the game layer on top of the world”) argue that schools are already just poorly executed games, ones for which we must strengthen the “rules” in order to properly motivate the players.

But studies have shown that the type of prizes that games award – mainly externalised prizes like trophies and XP – can actually be harmful to individuals’ intrinsic motivation (the pleasure we feel when doing something is its own reward). External rewards signal to individuals that the task is undesirable in and of itself. Otherwise, why offer a prize at all?

These are not new observations, and they don’t only apply in the classroom. The work of psychologists Edward L. Deci and Richard M. Ryan (as popularised in Dan Pink’s book Drive) has shown that it is not rewards that are the most powerful motivation for employees, but feelings of “autonomy, mastery and purpose”. A 2011 paper by Krystle Jiang titled “The Dangers of Gamification” (pdf) makes similar points, also noting that in the workplace “extrinsic motivators” are found to decrease the capacity for innovation and creativity. Google’s famous “20 per cent time” is a great example of how to fight this. The company allows employees to spend one day a week focusing on their pet-projects, with the results including some of Google’s most successful ventures like Gmail and AdSense.

These examples show that gamification’s attempts to revivify the classroom or workplace are really just working from – or more often ignoring - established observations of behavioural psychology. The newcomer has simply got the marketing makeovers necessary to be sold as an innovation. As Danah Boyd, a senior Microsoft researcher, has said:

[Gamification is] a modern-day form of manipulation. And like all cognitive manipulation, it can help people and it can hurt people. And we will see both.

But while gamification is of little use in the workplace or classroom, the “modern-day manipulation” has been put to far greater effect by advertisers. P.J. Rey, a sociologist at the University of Maryland, has positioned gamification as a technique of capitalism which “expands capitalist production into new contexts”. Rey suggests that gamification allows capitalism to appropriate our time for leisure and play as a new arena from which to extract value.

On the whole it seems that as consumers, we’re too canny for this – we soon learn to ignore new styles of advertising after their novelty has worn off. Who now even registers the appearance pop-up adverts on the internet? Most of us swat them away like flies.

Although gamification promises to deal with this problem by actively engaging the consumer, the profits of companies that have relied on it to sell their product seem unsustainable. Stock in games company Zynga (the creator of mouse-clicker FarmVille) has fallen 75 per cent since its December IPO (£) whilst GroupOn (a company that used game-mechanisms such as countdown timers and bonuses for inviting friends to encourage sales), has had comparable losses despite recent investment.

The problem with gamification seems to be one of hype. The games-designer and critic Ian Bogost has attacked the concept on similar lines, arguing that it is the rhetoric and marketing of gamification that has given it power.

Bogost observes that when we use the language of “ify-ing” something we are indicating that we will put that thing it in a particular state (eg, to beautify or humidify something). The term “gamification” thus promises a transformative process that has measureable and predictable results, whereas the reality is very different: the mechanisms that make games engaging and enjoyable cannot be transferred to just any situation.

So what’s left? Well, actually, quite a lot.

Although gamification may be unusable in some scenarios and just plain annoying in others, there are still times where it can make a difference. The site FoldIt is one example. Users participate in biochemical research by folding proteins, a process that helps us to understand their structures better. FoldIt works because it already involved game-like elements (the puzzle solving of folding proteins) as well as intrinsic rewards (the feeling you’ve helped improve medicine). It was a big success, with the sites users solving in 10 days a problem that had stumped scientists for 15 years. The gamification simply put those challenges and rewards in a more approachable context.

Elsewhere, the frameworks behind gamification have been more helpful. Zynga honed its addictive products through repetitive A/B testing: changing a single element in infrastructure for one group of users with another group as a control, and then seeing which version is more attractive. Memrise, an online education tool based around flashcards, does exactly the same. Using its records of when users stop visiting the site, Memrise tweaks its layout and system of reminders to encourage long-term engagement, ideally helping individuals around the world to learn better.

Gamification may prove to be nothing more than some advertising consultant’s meal-ticket, but this doesn’t mean that the systems that have made it possible are without their uses. It’s right to be sceptical about any fad that promises to “fix” a problem as massive or complex as motivating people, but gamification doesn’t have to be the whole solution – it can just be part of a process instead.

Ian Bogost's Cow Clicker, a Facebook satire on gamification. Photograph: bogost.com

James Vincent is a journalist and writer. He is interested in technology's impact on society.

Photo: Getty
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The campaign to keep Britain in Europe must be based on hope, not fear

Together we can show the world a generous, outward-facing Britain we can all be proud of.

Today the Liberal Democrats launched our national campaign to keep Britain in Europe. With the polls showing the outcome of this referendum is on a knife-edge, our party is determined to play a decisive role in this once in a generation fight. This will not be an easy campaign. But it is one we will relish as the UK's most outward-looking and internationalist party. Together in Europe the UK has delivered peace, created the world’s largest free trade area and given the British people the opportunity to live, work and travel freely across the continent. Now is the time to build on these achievements, not throw them all away.

Already we are hearing fear-mongering from both sides in this heated debate. On the one hand, Ukip and the feuding Leave campaigns have shamelessly seized on the events in Cologne at New Year to claim that British women will be at risk if the UK stays in Europe. On the other, David Cameron claims that the refugees he derides as a "bunch of migrants" in Calais will all descend on the other side of the Channel the minute Britain leaves the EU. The British public deserve better than this. Rather than constant mud-slinging and politicising of the world's biggest humanitarian crisis since the Second World War, we need a frank and honest debate about what is really at stake. Most importantly this should be a positive campaign, one that is fought on hope and not on fear. As we have a seen in Scotland, a referendum won through scare tactics alone risks winning the battle but losing the war.

The voice of business and civil society, from scientists and the police to environmental charities, have a crucial role to play in explaining how being in the EU benefits the British economy and enhances people's everyday lives. All those who believe in Britain's EU membership must not be afraid to speak out and make the positive case why being in Europe makes us more prosperous, stable and secure. Because at its heart this debate is not just about facts and figures, it is about what kind of country we want to be.

The Leave campaigns cannot agree what they believe in. Some want the UK to be an offshore, deregulated tax haven, others advocate a protectionist, mean-hearted country that shuts it doors to the world. As with so many populist movements, from Putin to Trump, they are defined not by what they are for but what they are against. Their failure to come up with a credible vision for our country's future is not patriotic, it is irresponsible.

This leaves the field open to put forward a united vision of Britain's place in Europe and the world. Liberal Democrats are clear what we believe in: an open, inclusive and tolerant nation that stands tall in the world and doesn't hide from it. We are not uncritical of the EU's institutions. Indeed as Liberals, we fiercely believe that power must be devolved to the lowest possible level, empowering communities and individuals wherever possible to make decisions for themselves. But we recognise that staying in Europe is the best way to find the solutions to the problems that don't stop at borders, rather than leaving them to our children and grandchildren. We believe Britain must put itself at the heart of our continent's future and shape a more effective and more accountable Europe, focused on responding to major global challenges we face.

Together in Europe we can build a strong and prosperous future, from pioneering research into life-saving new medicines to tackling climate change and fighting international crime. Together we can provide hope for the desperate and spread the peace we now take for granted to the rest of the world. And together we can show the world a generous, outward-facing Britain we can all be proud of. So if you agree then join the Liberal Democrat campaign today, to remain in together, and to stand up for the type of Britain you think we should be.